* Dungeon design - parts mentioned: dungeon history and change, nodes, meaningful/​informed choices, zones/​areas,​ factions, information,​ resources... Several of us are leaning towards a node-based model (where nodes are the "​happening"​ parts). [ I'll get back to you with this as I'm trying to work on a bit of a general building model with core parts that help get an interesting adventure laid out quickly]

* Dungeon design - parts mentioned: dungeon history and change, nodes, meaningful/​informed choices, zones/​areas,​ factions, information,​ resources... Several of us are leaning towards a node-based model (where nodes are the "​happening"​ parts). [ I'll get back to you with this as I'm trying to work on a bit of a general building model with core parts that help get an interesting adventure laid out quickly]